Classes & races¶
/admin/design/classes and /admin/design/races configure the
playable class / race rosters and the starting state every new
character begins with.
Classes¶
world.chrclasses_dbc_bridge carries every class with its display
metadata. The editor exposes:
- Identity — id, name, filename (used for the class colour CSS variable), display flag, color hex (drives all class-coloured UI in the launcher / portal / armory).
- Power type — mana / rage / energy / runic / focus.
- Allowed races — bitmask + UI list of races allowed to roll this class.
- Starting kit — link to the starting-kit editor (spells, abilities, items, talent points). The world worker reads the bridge on character create.
Races¶
world.chrraces_dbc_bridge editor:
- Identity — id, name, faction, taxi mask, display id male / female.
- Starting zone — map id, position, orientation.
- Starting language — mapped to
world.languages. - Allowed classes — derived inverse of the class allowed-races mask.
- Cinematic — starting cinematic id (replayable per character).
Starting kit¶
A combined editor that reads the class + race row of _dbc_bridge
tables to compose:
- Starting spells (
playercreateinfo_spell). - Starting skills (
playercreateinfo_skills). - Starting items (
playercreateinfo_item) including bag / initial gear. - Starting action bar (
playercreateinfo_action). - Starting reputations.
Changing a starting kit only affects new characters — existing characters keep whatever they were granted at creation.
Class colour propagation¶
The class colour you set on chrclasses_dbc_bridge.color_hex is
served via GET /api/v1/classes and injected into the launcher
SPA as --rc-class-color-<filename> CSS variables. The character
list, friends panel, armory and combat log all pick up the new
colour without a code change.